Showing posts with label Game design. Show all posts
Showing posts with label Game design. Show all posts

Tuesday, 5 September 2017

Currently writing...

I’ve been looking back at my old posts here, and the excitement and awe I felt at discovering roleplaying and larp for the first time. It’s interesting to notice that the questions I had then are still the questions I have today - ‘What are there practical applications of larp?’ and ‘How can we allow people to feel and act as safely as possible while playing?’ Although I think that my understanding of the topics has increased since then, that has opened more possibilities and nuances that I’m looking forward to exploring.


It's hard to feel bad about a less than perfect playtest when everything is beautiful. 


Today I’m writing about two short larps which I playtested recently, one which I wrote, and one which I co-wrote . Mo Holkar writes about them on his blog here:


Inside is a game I wrote and playtested based on my experience of working in the education department of a women’s prison. This is an environment that can be sensationalised and I wanted to depict a more accurate reality. The character creation process of this game takes almost as long as the game itself which actually felt like a worthwhile trade off to have fully fleshed out characters and a game which makes a point about anxiety and boredom while keeping players immersed. I got some great feedback which suggested that I had achieved the effect I wanted (“I was miserable, but in an immersive way”!) I also got some suggestions on possible improvements. At the time having a teacher in a player role felt interesting because I thought they could play out their own feelings regarding the situation of teaching people who resented being there, but also who could benefit from it. In practice though, I think it proved too frustrating. The game wasn’t long enough to provide the internal conflict I was hoping for, so it just became an exercise in frustration for the player. In future I will structure it slightly differently and make that a GM role, giving more possibility to steer play and drop the idea of the teacher as their own character.
Another idea suggested was to get players to create a reason why their character was in the class and how much control they have over whether they joined it. I think this will work really well in the future and am looking forward to running it soon.


I co- wrote First Blast of the Trumpet with Patrik Balint. I think it began as a conversation after a we’d had a few drinks and picked up pace as we came up with ideas for NPCs and situations that don’t actually appear in the game at any point. The idea was to have a modern day feminist group carry out an action which would have significant effects on the course that their country was taking, but would be morally distasteful. We split the game into two parts, the first part being flashbacks to a time that character had suffered under the patriarchy, and the second part playing out what happened after the group had been given their mission. We had mechanics to replay and increase the intensity of the flashbacks if the characters started having doubts about the mission. The idea was to invoke real life anger by playing relevant music, and using articles about violence and discrimination against women in the present day.

Unfortunately it didn’t work, I think mainly because of the scope of the mission and lack of workshopping of the group. We wanted the group to generally have positive relationships and to induce strong feelings about the importance of the mission which meant that there was little source of conflict for the characters. The scope of the mission was also too large for the players to feel a personal connection to it, so I hope that for our next run we will be able to scale it down, give a more personal feel to it and allow players to build positive and negative relationships. I’m still very excited about it, and think it has a lot of potential.

Saturday, 30 January 2016

Diversity, Discussion and Dice

I'm still on the high that I felt when this day was over. The organisation and running of this event was only possible because of the help and support of my wonderful friends and fellow roleplayers. I was surprised at the interest in the diversity day when it was first suggest as a concept. I had several people say to me that an attempt to address several issues in one day was really welcome as a lot of cons have an hour long slot for diversity in gaming as a catch all. Thankfully we had some fantastic entertaining speakers and participants who contributed thoughtfully and brought a lot to the discussion.

We had 6 talks throughout the day in two rooms:

Dealing with triggers while gaming which I ran as a workshop on the meaning of triggering different safety techniques which were currently used and how they could be improved. There was a nice turnout and enough people to split the group into 4 so that we could examine techniques in more depth. (There was a singing class taking place in the background so sometimes I'd make a point and hear some inspiring music well up behind me - I would recommend that to all nervous public speakers!)

At the same time in the other room Graham Walmsley ran a talk and discussion on Other histories: Positve perspectives on Queerness and Women


In the second slot Joanna Piancastelli ran a talk on how to play characters which are different from yourself both sensitively and well.




Anita Murray ran a talk called Playing with Sex, looking at the positive aspects of sex in role playing. There was also a very interesting facilitated discussion that arose from this which covered bleed, consent and whether roleplayed sex could be romantic.

In the final slot Helen Gould ran a talk and discussion called Leaving the West which was about looking at different ways to set roleplaying games and play characters outside a Western setting with a particular focus on Africa.


Karolina Soltys ran a talk on sensitive and realistic portrayal of mental health issues in roleplaying which then became an interesting discussion on bleed and whether games could be designed which portrayed mental health in an accurate way.

After that we had a gaming session with StiainĂ­n Jackson running her game Court Whispers, Karolina running a hack of the game A family affair involving one of the characters having mental health issues and Richard Williams running B x B by Jake Richmond and Heather Aplington.


Some of the transcripts of the talks and a write up of the triggers workshop can be found here: https://drive.google.com/folderview?id=0B-I8NCTgeqBbd0FlcnJfVHBhRkE&usp=sharing

It was a good day. There was a lot of enthusiasm and willingness to learn from each other. I hope that this can eventually be an annual thing and that next year we'll be back bigger and better!

Monday, 21 December 2015

Tips for new GMs - of which I am one

It feels like a massive leap to be sitting (metaphorically or literally) on the other side of the table. Not only do you have to come up with a scenario and make it entertaining but you have to deal with the fact that your players are going to do the exact opposite to what you want and expect them to do and then frantically scramble round for a way to get the adventure back on course without railroading your players (virtually impossible).


An initial tip would be to start with something like Monsterhearts. You will need to introduce elements and ensure everyone feels confident enough to participate but if you are running a one shot you can basically give your players free reign.


The wonderful +Tom Pleasant  taught me about the concept of the 5 room dungeon which is a great way to create a short scenario. The idea is you have a beginning point and an end point that you are working towards (although if your players do something amazing that would make a fantastic end point that’s fine too.) The dungeon doesn’t have to be a literal dungeon. To take a typical fantasy setting a 5 room dungeon might look like this.







Except, spot the problem?  To achieve the ending you have to ensure that the characters take the right steps in the right order and that’s not likely. The only way you could run this scenario would be to guide them from event to event and not let them do anything else.



So a better way to write the scenario would be:




Now we have several different paths to several different endings and potentially a more interesting game that gives the characters options. You will still need to be prepared for players to deviate from the paths you have chosen but it will be likely you have covered most eventualities. The important part is to ensure the events that need to occur, occur. In this example you could probably start the story from the characters witnessing the dragon act, possibly replacing 1 with 2a if you wanted to start in medias res.


The scenario I was writing was one player, one GM which I think is a good way to start if you’re feeling nervous, especially if your player is someone who will give you feedback on what worked and what didn’t work afterwards. Also playing the same scenario with different people is a great way of exploring where players are likely to want to go. Another suggestion of Tom’s was to look at things you’ve recently watched or read, take a scene from them that stood out and then incorporate them, maybe with slight changes, into the game. I was writing a Cthulhu Dark scenario and my inspirations were:


A scene from a recent Dr Who.
A scene from Jessica Jones
A concept from a recent LARP I played.
A scene from Handling the Undead by John Ajvide Lindqvist

Once I had mashed them together and altered them to fit the game I don’t think any of them were recognisable. The game took about an hour and a half (including character creation which I want to experiment with and swapping in and out of coffee shops because they kept closing.) I’m not sure if it’ll get longer or shorter as I get more competent. Probably less waffly and with less of an info dump at the start. Once I’ve found a few more playtesters and run the game a few more times I will write about my experience with it and the dynamics of running the scenario with different characters. When you have one PC who they are and how they interact with the scenario matters a lot.

Monday, 19 October 2015

Here Comes a Candle - a playtest of the first larp I've written

Maybe you began trying to fight back alone, passing out subversive literature because you couldn't bear seeing the eager young eyes that shone up at you look defeated and broken in just a few short years. 

Or maybe you began alone because one day your brother vanished, your younger brother who you promised to look out for but who you could never teach to keep his thoughts and opinions to himself. The regime were pretending he hadn't existed so you found the biggest, blankest wall you could and spray painted a memorial to him. "Murdered - gone too soon"

And maybe, as you were about to be caught, as a leaflet was about to slip into the wrong hands, someone took it and winked. Or perhaps as you were running and dodging bullets that you knew would hit you soon, someone took your hand and pulled you to safety.

The 4 of you had similar stories, of wanting to fight, of needing to fight. This was the first time in your life you realised that you weren't alone.

So, perhaps you became bolder, or perhaps you became more cautious, feeling that the 3 other people, standing defiant beside you, were your family and without them you would be lost forever. 

Did it come as a surprise when you got caught, or did you know that someday this would happen? You had all seen cruelty by this point, real cruelty. Families tortured, houses burnt and worse. All in the name of public safety. 

So why did you not expect this? When the 4 of you were pushed lost and beaten into a cell and told that you had a chance to live? That despite your activities against the state the ruler had decided to be merciful. Only one of you had to die at dawn. The 4 of you had an hour to decide who it would be, which of your family, as they had now become, would be killed.

This was playtest 1b (playtest 1a consisted of 2 people and scribbled scraps of paper).
This one I tried to present the way the finished larp would be. All the characters had a reason to live, with questions challenging it, reasons to die, with questions challenging it and a memory that bonded them to the rest of the group. They created characters from this and then the game began. 

My favourite moments were:

- About halfway through the game characters switched from arguing for their lives to arguing about why all the others in the group had better reasons to live.

- My utter frustration that one of the characters that was in love with another character was just hinting at it and not saying it outright.

- The character playing an academic started arguing rationally and then admitted that she considered the rest of the group her family and couldn't bear to lose them.

- Everyone saying goodbye to the person who was going to be executed made me feel really emotional. 

- The anger of the character who was going to die as he read the statement confessing to committing the crimes and the look of powerlessness and despair on the faces of the other characters (which was what I was trying to evoke.)

I also got some brilliant feedback after the game:

- At one point I had asked the players to announce which reason to live they had picked (although not the attendant questions). I had told them to pick out their reason to die secretly and not share it out of character. I wanted it role played and I wanted it to come as a shock within the game. Some players said that they were reluctant to mention them in game as they were unsure if they still had to be kept secret. This is something that I have to correct when I write it up.

- I emphasised in the description of the game that the characters had been engaged in civil disobedience and peaceful protest. One of the players suggested that it would be interesting if they didn't fight peacefully. 

I agree it would be an interesting exploration of when and if it is necessary to fight violence with violence but I was afraid that it would add an extra issue when the players only had an hour to make a decision. I was also afraid it would add an extra layer of complexity at the cost of some of the emotional impact. I may add some suggestions on the finished document of how the game can be altered to allow this though.

- Another suggested question for the character sheet was 'what has the regime done to you?' I'm debating adding it because:

a) Sometimes when you've lived with something all your life it's difficult to see all the wrongs that have been committed against you clearly, particularly in the context of a regime that regularly lies to people.

b)It implies one big thing had to have happened which is probably true in the case of some of the characters. However, I would also like to leave room for someone to be fighting because 'it's the right thing to do' or because they've suffered millions of 'paper cuts' and can't take it any more. Or for someone to fight as an outlet for their anger.

I'd love to play test this again. Actually, I'd love to be a player in it at some point too but I think I'll have difficulty finding the players, time and a venue,

I'm entering it for the Golden Cobra Challenge which means I can't publish it at the moment. I will put up a link to it early - mid November though so that other people can download it and play it if they wish.

I am really excited about this game, not only because it's the first larp I've written but also because of the reactions of the play testers. It works! I'm not sure I expected that!